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This addon will automatically create material out of your texture maps.

It supports Blender 2.9+ (with reduced 2.7 & 2.8 support).

Note: Blender 2.93LTS is now supported. Version 3.1.3 (View Changelog)You can download the previous version 2 here.


Download the material converter. (DO NOT extract the zip file, just note where it has been saved.). Open Blender then go to the edit menu -> user preferences.

Click on the Add-ons tab, then click Install Addon.

Specialty maps

Navigate to where you saved the .zip file and select it.

Click on the check-box to enable the converter and, optionally, click on Save User Settings to have it always enabled on launch. Important: Please make sure that all your downloaded materials are unzipped.

Our material converter can't currently read .zip files. For more information regarding using our converter please check out the Blender area of our Help Section for tutorials on subjects ranging from basic usage to more in-depth subjects.


Import Mapping Options - By default, the converter will use our SimpleMapping node group in place of the Blender default mapping node. However, there are several other options available.

Mosaic De-tiling will use an alternative mapping node designed to break up terrain repetition.

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You'll also find options for using generated coordinates or to use the default Blender mapping node.

Include Ambient Occlusion (AO) maps - If ambient occlusion maps are present with the detected materials, they will automatically be added to the material shader setup.

How to install

Include Displacement maps - If displacement maps are present with the detected materials, they will automatically be added to the material shader setup.

Please note that some renderers only allow displacement via a modifier that must be applied to a 3d model.

In such cases, the displacement map must be added manually, as the script only imports textures into a material shader. Conform UV maps to image dimensions - For textures in a rectangular (non-square) format, this option will adjust the UVs for each map type to match the image dimensions.

Please note that this feature does not work with all rendering engines and is disabled by default.


Use 16-bit maps - This will replace all 8-bit images with higher quality 16-bit versions when available and is disabled by default.

The material converter is designed to function only when it detects materials that have a complete set of maps and will give an error warning if one or more of these maps is missing. In order to form a complete material these four map types are required; COL (color), REFL (reflection), GLOSS, and NRM (normals).

Metal materials

Please note that some materials come with ALPHAMASKED files instead of a COL map and contain a transparency channel.


These will automatically load in if a COL map is not detected.

All other additional maps that may come with materials are considered specialty and not required for the converter to work.

However, some of these are directly supported such as AO, Displacement, and alphamasked maps.

Ultra-high Resolution

When it comes to metal materials Poliigon offers two different workflows; metalness and specular. Due to the way Blender's Principled Shader works for metallic materials the specular workflow really doesn't work well therefore the Converter will insist you download the metalness workflow textures.

If you encounter any bugs while using the converter then please contact our support team with the details at [email protected]

One day while making an architecture scene, I realized that I took me an hour to a wooden floor material.This tedious 60 minute process included..

Finding a texture online. Checking that it looked okay in the scene (if not finding another). Opening the texture in CrazyBump or Knald.

Moving sliders around for at least 20 minutes until it looked okay in the preview. Generating and exporting those maps. Importing them into Blender. Repeating Steps 4-6 until it looked right.

And because my scene had over 20 materials, that meant I would spend over 10 hours generating texture maps alone!

I wanted a better solution. But since none existed, we built one. 2 years later and it's finally ready: Poliigon! Poliigon is a texture library, built by CG artists, for CG artists. It's got unique textures you can't find anywhere else, patterns, designs, and most importantly PBR materials. Let's look at each one in detail..

PBR stands for Physically Based Rendering, and if you're unfamiliar with it, it basically means creating an accurate shader, and using maps to control aspects of the material:.